DEFrag was created as a playable speedrun demo intended to replicate the game/movement feel of Doom Eternal, in particular the movement tricks such as Ballista Boosting, Dash Boosts, Wall Dashes, Bunny Hopping, and Meathook Flings. It was my first "completed" game project, as most of my other projects were me learning how to use Unity but not doing much other than basic tutorials.
Working on this game taught me a lot of things for both design and development. Besides the obvious experience gained from working on a new project, in particular I discovered that trying to implement unintended bugs on purpose is not a simple task, and I've gained an appreciation for how a lot of games are coded to somehow enable a lot of the interesting movement tech by accident.
As far as designing the game went, I learned a lot about pacing when it comes to working on certain features, and while it was a struggle I taught myself how to abandon something that was clearly not working, as I had to refactor my movement code 3 different times to enable a lot of the in-depth movement systems from Doom Eternal.
I'm content with how the project ended up, but I do want to one day revisit the concept and turn it into an actual game/product to put on Steam. One thing that I've appreciated is I've re-implemented the movement system in other projects from scratch, and what took me 3 months to get working as I wanted now only takes a day or two of work due to the knowledge and experienced I gained from this project.